// Air Labyrinth -- by @CodeAllNight (https://youtube.com/@MrDerekJamison/about) // // v0.1 - Initial release (d-pad and tilt controls for player movement) // /* This game was made based on the [air_arkanoid] (https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and [flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example) projects. Thanks to the authors of these projects for the inspiration and the code. */ #include "game.h" #include "walls.h" #define MOTION_X 1 #define MOTION_Y 1 /****** Entities: Player ******/ typedef struct { Vector trajectory; // Direction player would like to move. float radius; // collision radius int8_t dx; // x direction int8_t dy; // y direction Sprite* sprite; // player sprite } PlayerContext; // Forward declaration of player_desc, because it's used in player_spawn function. static const EntityDescription player_desc; static void player_spawn(Level* level, GameManager* manager) { Entity* player = level_add_entity(level, &player_desc); // Set player position. // Depends on your game logic, it can be done in start entity function, but also can be done here. entity_pos_set(player, (Vector){64, 28}); entity_collider_add_rect(player, 3, 2); // Get player context PlayerContext* player_context = entity_context_get(player); // Load player sprite player_context->sprite = game_manager_sprite_load(manager, "player.fxbm"); player_context->dx = 0; player_context->dy = 0; player_context->radius = 5; player_context->trajectory = (Vector){0, 0}; } static float player_x_from_pitch(float pitch) { if(pitch > 9.0) { return 1.0f; } else if(pitch < -9.0) { return -1.0f; } return 0; } static float player_y_from_roll(float roll) { if(roll > 5.0) { return 0.7f; } else if(roll < -20.0) { return -0.7f; } return 0; } static void player_update(Entity* self, GameManager* manager, void* context) { // Get player context PlayerContext* player = context; player->dx = 0; player->dy = 0; GameContext* game_context = game_manager_game_context_get(manager); if(game_context->imu_present) { FURI_LOG_D( "Player", "pitch:%f roll:%f yaw:%f", (double)imu_pitch_get(game_context->imu), (double)imu_roll_get(game_context->imu), (double)imu_yaw_get(game_context->imu)); player->trajectory = vector_add( player->trajectory, ((Vector){ player_x_from_pitch(-imu_pitch_get(game_context->imu)), player_y_from_roll(-imu_roll_get(game_context->imu))})); } // Get game input InputState input = game_manager_input_get(manager); // Control player movement if(input.held & GameKeyUp) { player->trajectory = vector_add(player->trajectory, ((Vector){0, -0.8})); } if(input.held & GameKeyDown) { player->trajectory = vector_add(player->trajectory, ((Vector){0, +0.8})); } if(input.held & GameKeyLeft) { player->trajectory = vector_add(player->trajectory, ((Vector){-0.8, 0})); } if(input.held & GameKeyRight) { player->trajectory = vector_add(player->trajectory, ((Vector){0.8, 0})); } // Get player position Vector pos = entity_pos_get(self); if(player->trajectory.x >= 1.0) { player->dx = MOTION_X; player->trajectory.x = 0; pos.x += player->dx; } else if(player->trajectory.x <= -1.0) { player->dx = -MOTION_X; player->trajectory.x = 0; pos.x += player->dx; } if(player->trajectory.y >= 1.0) { player->dy = MOTION_Y; player->trajectory.y = 0; pos.y += player->dy; } else if(player->trajectory.y <= -1.0) { player->dy = -MOTION_Y; player->trajectory.y = 0; pos.y += player->dy; } // Clamp player position to screen bounds, considering player sprite size (10x10) pos.x = CLAMP(pos.x, 126, 3); pos.y = CLAMP(pos.y, 62, 2); // Set new player position entity_pos_set(self, pos); // Control game exit if(input.pressed & GameKeyBack) { game_manager_game_stop(manager); } } static void player_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) { // Get player context PlayerContext* player = context; // Get player position Vector pos = entity_pos_get(self); // Draw player sprite // We subtract 5 from x and y, because collision box is 10x10, and we want to center sprite in it. //canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5); // Collision box is 2x2 but image is 10x10. canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5); // Get game context GameContext* game_context = game_manager_game_context_get(manager); // Draw score // canvas_printf(canvas, 80, 57, "Score: %lu", game_context->score); UNUSED(game_context); canvas_draw_str(canvas, 20, 6, "@codeallnight - ver 0.1"); canvas_draw_str(canvas, 10, 61, "video game module demo"); } static const EntityDescription player_desc = { .start = NULL, // called when entity is added to the level .stop = NULL, // called when entity is removed from the level .update = player_update, // called every frame .render = player_render, // called every frame, after update .collision = NULL, // called when entity collides with another entity .event = NULL, // called when entity receives an event .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed }; /****** Entities: Wall ******/ static void wall_start(Entity* self, GameManager* manager, void* context); typedef struct { float width; float height; } WallContext; static void wall_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) { UNUSED(manager); WallContext* wall = context; Vector pos = entity_pos_get(self); canvas_draw_box( canvas, pos.x - wall->width / 2, pos.y - wall->height / 2, wall->width, wall->height); } static void wall_collision(Entity* self, Entity* other, GameManager* manager, void* context) { WallContext* wall = context; // Check if wall collided with player if(entity_description_get(other) == &player_desc) { // Increase score GameContext* game_context = game_manager_game_context_get(manager); game_context->score++; PlayerContext* player = (PlayerContext*)entity_context_get(other); if(player) { if(player->dx || player->dy) { Vector pos = entity_pos_get(other); // TODO: Based on where we collided, we should still slide across/down the wall. UNUSED(wall); if(player->dx) { FURI_LOG_D( "Player", "Player collided with wall, dx: %d. center:%f,%f", player->dx, (double)pos.x, (double)pos.y); pos.x -= player->dx; player->dx = 0; } if(player->dy) { FURI_LOG_D( "Player", "Player collided with wall, dy: %d. center:%f,%f", player->dy, (double)pos.x, (double)pos.y); pos.y -= player->dy; player->dy = 0; } entity_pos_set(other, pos); FURI_LOG_D("Player", "Set to center:%f,%f", (double)pos.x, (double)pos.y); } } else { FURI_LOG_D("Player", "Player collided with wall, but context null."); } } else { // HACK: Wall touching other items destroys each other (to help find collider issues) Level* level = game_manager_current_level_get(manager); level_remove_entity(level, self); level_remove_entity(level, other); } } static const EntityDescription wall_desc = { .start = wall_start, // called when entity is added to the level .stop = NULL, // called when entity is removed from the level .update = NULL, // called every frame .render = wall_render, // called every frame, after update .collision = wall_collision, // called when entity collides with another entity .event = NULL, // called when entity receives an event .context_size = sizeof(WallContext), // size of entity context, will be automatically allocated and freed }; static uint8_t wall_index; static void wall_start(Entity* self, GameManager* manager, void* context) { UNUSED(manager); WallContext* wall = context; // TODO: We can get the current number of items from the level (instead of wall_index). if(wall_index < COUNT_OF(walls)) { if(walls[wall_index].horizontal) { wall->width = walls[wall_index].length * 2; wall->height = 1 * 2; } else { wall->width = 1 * 2; wall->height = walls[wall_index].length * 2; } entity_pos_set( self, (Vector){ walls[wall_index].x + wall->width / 2, walls[wall_index].y + wall->height / 2}); entity_collider_add_rect(self, wall->width, wall->height); wall_index++; } } /****** Level ******/ static void level_alloc(Level* level, GameManager* manager, void* context) { UNUSED(manager); UNUSED(context); // Add player entity to the level player_spawn(level, manager); // Add wall entities to the level wall_index = 0; for(size_t i = 0; i < COUNT_OF(walls); i++) { level_add_entity(level, &wall_desc); } } /* Alloc/free is called once, when level is added/removed from the game. It useful if you have small amount of levels and entities, that can be allocated at once. Start/stop is called when level is changed to/from this level. It will save memory, because you can allocate entities only for current level. */ static const LevelBehaviour level = { .alloc = level_alloc, // called once, when level allocated .free = NULL, // called once, when level freed .start = NULL, // called when level is changed to this level .stop = NULL, // called when level is changed from this level .context_size = 0, // size of level context, will be automatically allocated and freed }; /****** Game ******/ /* Write here the start code for your game, for example: creating a level and so on. Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data. */ static void game_start(GameManager* game_manager, void* ctx) { UNUSED(game_manager); // Do some initialization here, for example you can load score from storage. // For simplicity, we will just set it to 0. GameContext* game_context = ctx; game_context->score = 0; game_context->imu = imu_alloc(); game_context->imu_present = imu_present(game_context->imu); // Add level to the game game_manager_add_level(game_manager, &level); } /* Write here the stop code for your game, for example: freeing memory, if it was allocated. You don't need to free level, sprites or entities, it will be done automatically. Also, you don't need to free game_context, it will be done automatically, after this function. */ static void game_stop(void* ctx) { GameContext* game_context = ctx; imu_free(game_context->imu); game_context->imu = NULL; // Do some deinitialization here, for example you can save score to storage. // For simplicity, we will just print it. FURI_LOG_I("Game", "Your score: %lu", game_context->score); } /* Yor game configuration, do not rename this variable, but you can change it's content here. */ const Game game = { .target_fps = 30, // target fps, game will try to keep this value .show_fps = false, // show fps counter on the screen .always_backlight = true, // keep display backlight always on .start = game_start, // will be called once, when game starts .stop = game_stop, // will be called once, when game stops .context_size = sizeof(GameContext), // size of game context };